You want to sort by Z which requires special depth sorting code in the external. The model object uses a display list so you would have to stop using that and move to vertex arrays for decent performance.
On Sat, Apr 5, 2008 at 7:21 AM, marius schebella marius.schebella@gmail.com wrote:
but I have the impression that some program manage to solve that problem. I am not sure how, but if there is a solution, then it should also be possible to use it in gem. often I am not sure if people are talking about single objects or secenes. but afaik it has something to do with a z-buffer, like it would be possible to render the obj coordinates from the camera viewpoint into a special alpha channel/buffer and then use that information to define the renderorder for the texture. but not sure at all, if this is my fantasy or if that is really how it works. I know that shadows also se weird buffers and viewpoint manipulations to work. thanks roman, cyrille for your answers, I am aware of the discussions in the archive, maybe some more talk brings us further... marius.
cyrille henry wrote:
hello,
for what i know, this is a openGL limitation, with no generic hardware solution.
cyrille
marius schebella a écrit :
Hi, I want to apply colors (or textures) with alpha values to obj. models and then turn them around, but I am having problems if I rotate the objects. this actually causes problems with standard geos, too... I searched the archives for that problem but I found no real answer. maybe because there is none? what is necessary to get transparency working from all different viewpoints? I tried to play around with GEMglDepthFunc and other stuff, but not with the correct result. (correct maybe, but not what I wanted.) any help? thanks, marius.
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list
PD-list@iem.at mailing list UNSUBSCRIBE and account-management -> http://lists.puredata.info/listinfo/pd-list